Contents

Entity description

Hunters are armed with flechette cannons, which fire bursts of needle-like projectiles that stick to physics props and explode a few seconds later. They can also lash out with one of their front legs or impale with their mandibles (seen beneath the "eyes"). They are one of the few NPCs who can perform dynamic interactions, throwing citizens (and anyone with citizen animations) to the ground and crushing their spines.

Hunters take less damage from bullets (multipled by 0.6 by default), slightly less damage from buckshot (shotgun) ammo (multiplied by 0.5 by default), and even less damage from citizens, Alyx, etc. (multiplied by 0.3 by default). Multipliers are controlled by sk_hunter_citizen_damage_scale, sk_hunter_buckshot_damage_scale, and sk_hunter_bullet_damage_scale respectively. An exception to this rule is the 357, which actually multiplies damage by 1.16. Hunters also take more damage while charging, multiplied by sk_hunter_charge_damage_scale and set to 2.0 by default. Hunters can be killed instantaneously with energy balls fired from the AR2.

Warning: While the player's energy balls can immediately kill a hunter, NPC balls (e.g. balls fired by a Combine elite) use a different damage model and do not kill hunters instantly, only dealing a metered amount of damage.

In Half-Life 2: Episode Two, hunters are introduced when one of them ambushes Alyx and critically wounds her. They make several appearances throughout the game, largely in their own packs or fighting alongside Combine soldiers. They travel with striders in the ending battle, protecting them from Magnusson devices.

Hunters are widely considered to be the successor to Half-Life's houndeyes.

Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.

Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.

Note:Try to avoid expensive operations in this function, as it may cause performance problems.

Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. Outputs will NOT be fired.

StartScripting

StopScripting

Enter/exit scripting state, where NPCs ignore a variety of stimulus that would make them break out of their scripts. They ignore danger sounds, ignore +USE, don't idle speak or respond to other NPC's idle speech, and so on.

Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.Format: <key> <value>Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>

Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.

Bug:In , the code is executed in the script scope of the entity that fires the output, not the one receiving the input.

Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.